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Type: Posts; User: WIld Sage

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  1. Replies
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    Sounds like I'm going with idea #1. Thanks,...

    Sounds like I'm going with idea #1. Thanks, kRogue!
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    I'm liking the idea of #2, since I plan to set up...

    I'm liking the idea of #2, since I plan to set up VBOs anyway. Do I have to worry about image_load_store not being available in OpenGL 3.x, though?

    The biggest problem with idea #1, for me, is...
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    Abusing the depth buffer

    (this might be an advanced topic, but because I'm an intermediate programmer I'll put it here for now.)

    What I want to do is draw a shape, and write to gl_FragDepth so that it "erases" the...
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    Do I need an extended pixel format?

    So, I'm writing my OpenGL application in Win32. I have some questions about extended pixel formats, however.

    Now, my understanding is that you need to use wglChoosePixelFormatARB if you want...
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    I like the idea of distance fields, and I like...

    I like the idea of distance fields, and I like how nicely they scale up, but do they scale down as nicely (rendering small text)?

    Right now I'm considering pre-making a different texture for each...
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    I could see having separate bitmap textures for...

    I could see having separate bitmap textures for each language, but what happens when I have an online chat where people can input any character they like? Do I simply disallow some characters based...
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    Unicode Text Rendering?

    I'm sure you guys have heard this question a million times before, and for that I apologize, but countless google searches have turned up very little that's actually helpful.

    Here's my situation: ...
  8. I looked into VAO's and I managed to convert most...

    I looked into VAO's and I managed to convert most of my drawing to work with them. However a new problem seems to have arisen - When I try to run the program in Gl 3.3, I get a segfault at...
  9. My code works in Gl 3.1, but not in 3.3? What's wrong? (core profile issues maybe?)

    I'm using SDL to handle my windows and context creation. Whenever I request OpenGL version 3 (I get 3.1.0 according to glGetString), everything works fine. My objects are all drawn as they should...
  10. Well I'll be damned, that fixed it! Thank you so...

    Well I'll be damned, that fixed it! Thank you so much!
  11. SDL and OpenGL extensions causing a segfault

    I'm writing an OpenGL application using SDL as my windowing library, but I'm getting a crash (process terminated with status 3) when I call glGenBuffers. I've used gl* calls before this point with...
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    What I'm asking is, do I need to bind 3 EXTRA...

    What I'm asking is, do I need to bind 3 EXTRA buffers, or can I use the default back and depth buffer plus 1 additional buffer for normals?
    That is true, but the advantages of deferred shading make...
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    Questions about deferred shading

    I've been looking a lot into various lighting techniques lately, and am considering using deferred shading (haven't implemented anything yet though). Now, one of the downsides about deferred shading...
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    I think I'll go through that Collada tutorial...

    I think I'll go through that Collada tutorial that was linked, it seems like a great way to make myself more familiar with how animations are represented. I do like the Collada format a lot, and it...
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    Well darn it, now I'm confused. In that context...

    Well darn it, now I'm confused. In that context it's giving examples of what NOT to do, so I don't know which one they're recommending ._.
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    It was a slideshow from GDC by ATI, about...

    It was a slideshow from GDC by ATI, about performance considerations with OpenGL. Can't remember the year or the link, unfortunately...

    That same slideshow is where I learned to pack vertices in...
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    Hmm, well, I was considering using shadow...

    Hmm, well, I was considering using shadow volumes, but I haven't decided ultimately. Performance is the biggest concern for me, and with shadow maps I can just make a lower resolution map and blur...
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    That's understandable, and I see why that would...

    That's understandable, and I see why that would be advantageous, but my engine doesn't really need that flexibility. I use Assimp to handle imports, so I can import from a pile of different formats,...
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    What kind of effects might I need more than one...

    What kind of effects might I need more than one set of texture coordinates for? (Texture coordinates that I need to supply to the shader, rather than computing within the shader)
  20. Not sure, sorry. I try to use core profile code...

    Not sure, sorry. I try to use core profile code as much as possible so I use GLM to handle my matrices, as well as a lot of really useful 3d math functions.
  21. As far as I know, the only difference between the...

    As far as I know, the only difference between the two matrix modes are the order in which they're multiplied (which does make a difference). Other than that, there should be no difference between...
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    Looking for advice on a model format

    I'm trying to write a nice binary mesh/model format, which I'll be able to read from a file quickly and easily. I have Assimp working, so I can import from other formats in order to save in my own,...
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    Re: GLFW window opening extremely slow?

    The problem is solved. For some reason, when your executable is named "game.exe", ChoosePixelFormat() looks for another exe, over and over and over again. Yeah. Don't try to figure out the logic...
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    Re: GLFW window opening extremely slow?

    Okay found it! I tried opening a window in pure Win32, to the same delay. After putting a bunch of break points in, I pinpointed the problem at ChoosePixelFormat()

    PIXELFORMATDESCRIPTOR pfd = {...
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    Re: GLFW window opening extremely slow?

    It stalls when I run the application outside of visual studio, both release and debug builds.
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